Nettoyage des status effects
* Recherche et suppression toujours par flags.core.statusId * l'ajout d'un status depuis le token est maintenant équivallent à l'ajout par le code * Correction des demi-surprises * Correction du Demi-rêve (qui ne disparaissait pas) * fix de la selection dans la configuration système
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@ -1,26 +1,41 @@
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import { SYSTEM_RDD } from "./constants.js";
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const rddStatusEffects = [
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{ rdd: true, id: 'stun', label: 'EFFECT.StatusStunned', icon: 'icons/svg/stoned.svg', "duration.rounds": 1 },
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{ rdd: true, id: 'bleeding', label: 'EFFECT.StatusBleeding', icon: 'icons/svg/blood.svg' },
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{ rdd: true, id: 'prone', label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg' },
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{ rdd: true, id: 'grappling', tint: '#33cc33', label: 'EFFECT.StatusGrappling', icon: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp' },
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{ rdd: true, id: 'grappled', tint: '#ff9900', label: 'EFFECT.StatusGrappled', icon: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp' },
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{ rdd: true, id: 'restrain', label: 'EFFECT.StatusRestrained', icon: 'icons/svg/net.svg' },
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{ rdd: true, id: 'unconscious', label: 'EFFECT.StatusUnconscious', icon: 'icons/svg/unconscious.svg' },
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{ rdd: true, id: 'blind', label: 'EFFECT.StatusBlind', icon: 'icons/svg/blind.svg' },
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{ rdd: true, id: 'comma', label: 'EFFECT.StatusComma', icon: 'icons/svg/skull.svg' },
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{ rdd: true, id: 'dead', label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg' },
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{ rdd: true, id: 'demi-reve', label: 'EFFECT.StatusDemiReve', icon: 'systems/foundryvtt-reve-de-dragon/icons/heures/hd12.svg' }
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];
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const demiReveStatusEffect = rddStatusEffects.find(it => it.label == 'EFFECT.StatusDemiReve');
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export const STATUSES = {
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StatusStunned : 'stun',
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StatusBleeding: 'bleeding',
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StatusProne: 'prone',
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StatusGrappling: 'grappling',
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StatusGrappled: 'grappled',
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StatusRestrained: 'restrain',
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StatusUnconscious: 'unconscious',
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StatusBlind: 'blind',
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StatusComma: 'comma',
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StatusDead: 'dead',
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StatusDemiReve: 'demi-reve',
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}
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const statusDemiSurprise = new Set(['EFFECT.StatusStunned', 'EFFECT.StatusProne', 'EFFECT.StatusRestrain']);
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const statusSurpriseTotale = new Set(['EFFECT.StatusUnconscious', 'EFFECT.StatusBlind', 'EFFECT.StatusComma']);
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const rddStatusEffects = [
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{ rdd: true, id: STATUSES.StatusStunned, label: 'EFFECT.StatusStunned', icon: 'icons/svg/stoned.svg', "duration.rounds": 1 },
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{ rdd: true, id: STATUSES.StatusBleeding, label: 'EFFECT.StatusBleeding', icon: 'icons/svg/blood.svg' },
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{ rdd: true, id: STATUSES.StatusProne, label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg' },
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{ rdd: true, id: STATUSES.StatusGrappling, tint: '#33cc33', label: 'EFFECT.StatusGrappling', icon: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp' },
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{ rdd: true, id: STATUSES.StatusGrappled, tint: '#ff9900', label: 'EFFECT.StatusGrappled', icon: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp' },
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{ rdd: true, id: STATUSES.StatusRestrained, label: 'EFFECT.StatusRestrained', icon: 'icons/svg/net.svg' },
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{ rdd: true, id: STATUSES.StatusUnconscious, label: 'EFFECT.StatusUnconscious', icon: 'icons/svg/unconscious.svg' },
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{ rdd: true, id: STATUSES.StatusBlind, label: 'EFFECT.StatusBlind', icon: 'icons/svg/blind.svg' },
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{ rdd: true, id: STATUSES.StatusComma, label: 'EFFECT.StatusComma', icon: 'icons/svg/skull.svg' },
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{ rdd: true, id: STATUSES.StatusDead, label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg' },
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{ rdd: true, id: STATUSES.StatusDemiReve, label: 'EFFECT.StatusDemiReve', icon: 'systems/foundryvtt-reve-de-dragon/icons/heures/hd12.svg' }
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];
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const demiReveStatusEffect = rddStatusEffects.find(it => it.id == STATUSES.StatusDemiReve);
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const statusDemiSurprise = [STATUSES.StatusStunned, STATUSES.StatusProne, STATUSES.StatusRestrained];
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const statusSurpriseTotale = [STATUSES.StatusUnconscious, STATUSES.StatusBlind, STATUSES.StatusComma];
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export class StatusEffects {
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static onReady() {
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const rddStatusIds = rddStatusEffects.map(it => it.id);
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rddStatusEffects.forEach(it => it.flags = { core: { statusId: it.id } });
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const defaultStatusEffectIds = CONFIG.statusEffects.map(it => it.id);
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game.settings.register(SYSTEM_RDD, "use-status-effects", {
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name: "use-status-effects",
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@ -47,40 +62,36 @@ export class StatusEffects {
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static valeurSurprise(effect, isCombat) {
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// const id = StatusEffects.statusId(effect);
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if (statusSurpriseTotale.has(effect.label)) {
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if (statusSurpriseTotale.includes(effect.flags?.core?.statusId)) {
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return 2;
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}
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return statusDemiSurprise.has(effect.label) || (isCombat && effect.label == demiReveStatusEffect.label) ? 1 : 0;
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}
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static setMandatoryRdd() {
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CONFIG.statusEffects.filter(it => statusDemiSurprise.has(it.id) || statusSurpriseTotale.has(it.id))
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.forEach(it => it.rdd = true);
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return statusDemiSurprise.includes(effect.flags?.core?.statusId) || (isCombat && effect.flags?.core?.statusId == STATUSES.StatusDemiReve) ? 1 : 0;
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}
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static _getUseStatusEffects() {
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const setting = game.settings.get(SYSTEM_RDD, "use-status-effects");
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return setting ? new Set(setting.split(',')) : new Set();
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return setting ? setting.split(',') : [];
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}
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static _setUseStatusEffects(useStatusEffects) {
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static _setUseStatusEffects(statusIds) {
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if (game.user.isGM) {
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game.settings.set(SYSTEM_RDD, "use-status-effects", StatusEffects._toSetting(useStatusEffects));
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game.settings.set(SYSTEM_RDD, "use-status-effects", StatusEffects._toSetting(statusIds));
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}
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for (let effect of CONFIG.RDD.allEffects) {
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effect.active = effect.rdd || useStatusEffects.has(effect.id);
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effect.active = effect.rdd || statusIds.includes(effect.flags?.core?.statusId);
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}
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CONFIG.statusEffects = CONFIG.RDD.allEffects.filter(it => it.active);
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}
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static _toSetting(useStatusEffects) {
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return Array.from(useStatusEffects).join();
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static _toSetting(statusIds) {
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return statusIds.join();
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}
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static status(label) {
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return rddStatusEffects.find(it => it.label == label) ?? { label: label };
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static status(statusId) {
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return rddStatusEffects.find(it => it.flags?.core?.statusId == statusId);
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}
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static demiReve() {
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return demiReveStatusEffect;
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}
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@ -106,8 +117,10 @@ class StatusEffectsSettings extends FormApplication {
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}
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getData() {
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const used = StatusEffects._getUseStatusEffects();
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let formData = super.getData();
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formData.effects = CONFIG.RDD.allEffects;
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formData.effects = duplicate(CONFIG.RDD.allEffects);
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formData.effects.forEach(it => it.active = used.includes(it.id))
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return formData;
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}
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@ -118,10 +131,10 @@ class StatusEffectsSettings extends FormApplication {
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let selected = StatusEffects._getUseStatusEffects();
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let isChecked = event.currentTarget.checked;
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if (isChecked) {
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selected.add(id);
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selected.push(id);
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}
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else {
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selected.delete(id);
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selected = selected.filter(it => it != id)
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}
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StatusEffects._setUseStatusEffects(selected);
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}
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